Set:
Gatecrash
Type:
Artifact
Rarity:
Uncommon
Cost:
{3}
{T}: Add {R} or {W}.{R}{W}: Boros Keyrune becomes a 1/1 red and white Soldier artifact creature with double strike until end of...
Set:
Gatecrash
Type:
Instant
Rarity:
Common
Cost:
{2}{B}{B}
Destroy target nonartifact creature. Its controller mills cards equal to that creature's power.
"Watch people flock to a mur...
Set:
Gatecrash
Type:
Creature — Merfolk Soldier
Rarity:
Uncommon
Cost:
{4}{G/U}{G/U}
Flash (You may cast this spell any time you could cast an instant.)
When giant sinkholes opened acr...
Set:
Gatecrash
Type:
Enchantment — Aura
Rarity:
Common
Cost:
{3}{U}
Enchant creatureEnchanted creature gets +2/+2.Enchanted creature can't be blocked as long as you control a Gate.
A t...
Set:
Gatecrash
Type:
Enchantment — Aura
Rarity:
Common
Cost:
{B}
Enchant creatureEnchanted creature gets -X/-X, where X is the number of creature cards in its controller's graveyard.
"...
Set:
Gatecrash
Type:
Artifact
Rarity:
Common
Cost:
{2}
When Prophetic Prism enters the battlefield, draw a card.{1}, {T}: Add one mana of any color.
To understand Ravnica, one must fir...
Set:
Gatecrash
Type:
Creature — Avatar
Rarity:
Rare
Cost:
{5}{W}{W}
VigilanceWhen Luminate Primordial enters the battlefield, for each opponent, exile up to one target creature that pl...
Set:
Gatecrash
Type:
Sorcery
Rarity:
Common
Cost:
{U}{B}
Target player mills three cards.Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that cre...
Set:
Gatecrash
Type:
Creature — Human Knight
Rarity:
Common
Cost:
{1}{R}{W}
Flying, haste
Millennium Platform, once a monument to peace, was quickly seized by the skyknights for its st...
Set:
Gatecrash
Type:
Creature — Human Cleric
Rarity:
Uncommon
Cost:
{4}{W}{W}
When Urbis Protector enters the battlefield, create a 4/4 white Angel creature token with flying.
"I hear ...
Set:
Gatecrash
Type:
Creature — Shade
Rarity:
Uncommon
Cost:
{2}{B}
{B}: Gateway Shade gets +1/+1 until end of turn.Tap an untapped Gate you control: Gateway Shade gets +2/+2 until end...
Set:
Gatecrash
Type:
Creature — Rhino
Rarity:
Uncommon
Cost:
{3}{G}
TrampleEach creature you control with a +1/+1 counter on it has trample.
The best way to calm a rampaging ceratok is...
Set:
Gatecrash
Type:
Sorcery
Rarity:
Uncommon
Cost:
{R}{G}
Ground Assault deals damage to target creature equal to the number of lands you control.
"Taking down a dragon is easy. All y...
Set:
Gatecrash
Type:
Creature — Human Rogue
Rarity:
Common
Cost:
{1}{U/B}{U/B}
Deathcult Rogue can't be blocked except by Rogues.
"The hussars can't catch him, and he evades our traps ...
Set:
Gatecrash
Type:
Sorcery
Rarity:
Common
Cost:
{2}{R}
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and {T...
Set:
Gatecrash
Type:
Creature — Human Soldier
Rarity:
Uncommon
Cost:
{W}
Battalion — Whenever Boros Elite and at least two other creatures attack, Boros Elite gets +2/+2 until end of t...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
'
'
'
Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
'
'
'
Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
'
'
'
Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
'
'
'
Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '